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"Keeping teams together doesn't seem to matter to people, but for us it did": Star Wars Zero Company's director on what the industry can learn from XCOM 2

📰 Rock Paper Shotgun✍️ Julian Benson📅 6 April 2026👁 0 views
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"Keeping teams together doesn't seem to matter to people, but for us it did": Star Wars Zero Company's director on what the industry can learn from XCOM 2

It seems that every week we're reporting on news of another wave of layoffs at a big game studio. In March alone, we saw 1000 staff let go at Epic Games, 124 at Eidos Montreal, and over 100 at Ubisoft's Red Storm Entertainment. And those are just the ones I can name without needing to rack my brain.

In some cases, these "reorganisations" are to keep investors happy, in others they're painted as necessary for a studio to keep the lights on until its next paycheck. But every time a team loses members, they lose something that can't be replaced if the money ever begins to flow again. The shorthand and trust that develops between staff who work together for a long time, the institutional knowledge of what's been tried in the past and worked (or didn't), these only come from teams that remain intact.

Many have sung the praises of institutional knowledge and holding a team together before, but in the wake of layoffs like we're seeing at the moment, it seems worth providing an example of why letting a team mature together makes for better games.

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